Ragdoll Physics Character with dragdetector

I have an issue where some of my zombies there parts kinda gets fully “noCollide” false except for the torso/humanoidRootPart making there bodyparts go through the baseplate.

Has anyone any clue of what could cause this issue?

Here is my RagDoll function

 local function applyRagdoll()
 	
	for _, part in pairs(zombie:GetDescendants()) do
 		if part:IsA("BasePart") then
 			part:SetNetworkOwner(nil) -- server owns it
 		end
 	end
 
	-- Ensure all Motor6D joints are removed so limbs are completely free
 	for _, joint in pairs(zombie:GetDescendants()) do
 		if joint:IsA("Motor6D") then
 			joint:Destroy()
		end
	end
 
 	-- Ensure ragdoll constraints are working
 	for _, constraint in pairs(zombie:GetDescendants()) do
 		if constraint:IsA("BallSocketConstraint") or constraint:IsA("WeldConstraint") then
 			constraint.Enabled = true
 		end
 	end
 end

I managed to solve the issue, collision was kinda weird with parts which was connected directly with BallSockets so I just made other parts and used them as “Collision” instead.

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